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I have, and it takes FOREVER for that stuff to grow. This makes it unavailable at early game. Also, the wood was for a campfire with which to grow nutrifungus. How do you heat the fibercorn?
I did say it was inefficient already, in case you missed that. But the question wasn't whether or not it was efficient, it was whether or not it was possible to get wood (no, not in that way, grow up) on an ice sheet map.
I've done an ice sheet tribal start since ideology released. The starting amount of wood in addition to one geothermal vent was enough to keep my nutrifungus warm until I researched electricity. Campfires only consumes 10 wood per day, you start with 500.
You also have fibrecorn as Jigain mentioned, so if you aren't planning to rush electricity you can just grow a lot of fibrecorn, your first harvest will be ready long before you run out of starting wood and you get enough return to become self sufficient.
Other options include trade caravans often having several hundred wood for sale, and resource camps that spawn on the map nearby often have like a thousand wood if you deconstruct everything, more than you can carry without pack animals.
I don't know what you mean by colonists dying before building a shack. Tribalwear is a pretty good insulator. If you are talking about like a -100C map or something ridiculous, that's an entirely different thing, and I'm not that much of a mechanoid lover (since those are the only raids you get on maps like that after the first year).
Randy has no special event rules like that. He can not spawn a Toxic Fallout event in the first year either.
Filthy casual... /s
Toxic Fallout is specifically limited to not being allowed to be rolled randomly before day 60, and no vanilla storyteller changes that.
In my experience most people on reddit are trying to meme for upvotes rather than posting honest or useful information.
<IncidentDef>
<defName>ToxicFallout</defName>
<label>toxic fallout</label>
<category>Misc</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>IncidentWorker_MakeGameCondition</workerClass>
<gameCondition>ToxicFallout</gameCondition>
<letterLabel>Toxic fallout</letterLabel>
<letterDef>ThreatSmall</letterDef>
<baseChance>0.12</baseChance>
<earliestDay>60</earliestDay>
<minRefireDays>90</minRefireDays>
<disabledWhen>
<extremeWeatherIncidentsDisabled>true</extremeWeatherIncidentsDisabled>
</disabledWhen>
<durationDays>2.5~10.5</durationDays>
<tale>ToxicFallout</tale>
</IncidentDef>
Caught myself not even bothering with pemmican as i did before because "whatever ill grow fungi" in case it hits.